Here is an animation of a bullet flying through water in zero gravity.After several failed attempts and days of rendering I finally came up with a setup that produced this effective result.

The water in the animation was developed with a resolution of 250 with 2 extra subdivisions, smoothing and particles enabled.A total of 3000 frames were rendered at 1920x1080(HD) and this took 2 weeks to generate accross 2 PC's.

The water mesh created across the 3000 frames to a total of 112GB! of hard disk space. Before I go ahead and delete this water cahce I will create some still renders with even higher material settings, which I will post as soon as they're ready. Meanwhile Enjoy!

After my last successful render using depth of field (DOF), I have produced a new image from scratch using the same technique. In this scene I have created a rambling rose against a garden fence with the main focus on a flower fully in bloom. In the background shows the vine of the plant with thorns, leaves and smaller flowers slightly out of focus.

I have finally got around to creating the glass chess set after several failed attempts due to perfecting the glass material on both opposing pieces. I have changed the cameras viewing angle from the original render to get a better perspective of the battle. This render has the king dominating the scene, just like in the previous picture.

Today I present a brand new render that I have been working on. In this scene I have created a game of chess that is currently in progress. I have experimented with this picture by using some graphical techniques that I have never tried before, including depth of field on the camera view, subsurf scattering on the chess pieces creating a slightly translucent effect and composite materials on the marble chess board.

In an upcoming post, I will create another render of this scene using glass chess pieces.

Here are the still renders I have made from the Liquid Lizard animation shown in the previous post. As these were still renders I increased the resolution of the fluid and applied a smooth layer to improve the liquid quality.

After several months I have finally got round to finishing this video. I turned the liquid detail up quite high, which took many gigabytes of hard disk space just to store each frame of this animation. I split the video up and rendered small sections at a time and after several weeks I have managed to finish the video and sequenced it all together.

I managed to create a new render before the end of the year showing some rocky mountains in a light mist as the sun starts to go down. I have never done a scene with mist in it before so I thought I'd give it a go. It took a lot of tweaking to get the desired low flying fog effect, but I think it was well worth it.